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Everything posted by StekWAR
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sorry for my english, in case you are unable to understand something please let me know. In a film of zombies that I do not remember the name, it happened in a scene that an actor had a kind of nausea caused by having only drank sodas since water is contaminated. pops contain a lot of sugar which of the side effects also relevant to the game are high blood pressure, hyperglycemia and inflammatory bowel disease. symptoms of high blood pressure are not very frequent but may occur dizziness or headaches or nosebleeds. Hyperglycemia has several symptoms including those affected by the milder to the heaviest are:Polyphagia - frequent hunger, especially pronounced hungerPolydipsia - frequent thirst, especially excessive thirstPolyuria - frequent urination, especially excessive urinationBlurred visionFatigue (sleepiness).Weight lossPoor wound healing (cuts, scrapes, etc.)Dry mouthDry or itchy skinRecurrent infections such as vaginal yeast infections, groin rash, or external ear infections (swimmer's ear)Kussmaul hyperventilation: deep, rapid breathingCardiac arrhythmiaStuporComa (WTF?) :(I thought maybe this could be added ingame was considering that over time the sugars (including canned peaches) are disposed. Exceeded a certain threshold is likely to begin to have some symptoms. Going beyond another threshold is assured to have the symptoms. Remember drink plain water! :)
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I think that the development team there is no problem for the introduction of symptoms, and other certainty that I am not a doctor so I do not know how hard it is to get them! :D :lol:
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I am in favor, but only for skirts, tank tops and other that do not discriminate against women. The zombies wear them and the survivors do not find them?
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I love the horde of zombies but not this way! could respawn random groups of zombies more or less large that roam the map. (their number should depend on the fact that the server does not crash and client is allowed to have a sufficient framerate in case of meeting). - 1 down <_<
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fine!
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1.contrary 2. really? contrary 3. agree 4. agree 5.agree 6. contrary 7. mmmmm agree 8.contrary 9. contrary 10. omg contrary 11. contrary 12. wut?
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Nudity and Defecting and pissing. [Poll questions] DEAN AWNSERS MY QUESTION
StekWAR replied to theswedishcathead's topic in Suggestions
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I wish it were possible, interacting with books, tear off the white pages that can be used as a paper to write.
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1- agree 2- adverse 3- 50% is too much so i am adverse 4- agree 5- agree 6- I really appreciate this (like ACE mod) 7- reduce firearms might be right 8- wut? 9- adverse 10- I agree with the reduction but not with the rarity
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I want to repair and operate that T-34 in Berezino.
StekWAR replied to six_ten's topic in Suggestions
troll! -
I like point two and five
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Personally, it is quite difficult to break legs. Once that happens, however, the game becomes very difficult due to the difficulty to climb ramps or stairs. I think to implement in the game being able to use as a "stick" hatchets, Pipe Wrench or baseball bat making it possible to walk staying up would already be a great thing.
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Hello , my suggestions are aimed to increase the longevity of the game. Introducing these classes with these constraints the game in my opinion would become much more fun for a longer period of time. classes in mind are these : raider; survivor; bandit/criminal; assassin. Raider: Is the class with which you begin the game . It can build houses anywhere in the map and can also barricade themselves inside existing homes. It has no special abilities. A raider respawn with a small backpack. Survivor: after a certain time in the game in which the raider does not kill (except for the bandits and assassin) the player becomes a survivor (perhaps must agree to become one). Once you reach this stage if it were to commit crimes in a certain period of time of game, type kill more than four raiders or more than two surviving (or similar type more than one survivor and two raiders) would return automatically to the raider class (bandits and assassin do not give penalties). This class can only build houses in a large area to the north/east of the map (including Berezino, Gorka, Gvozdo, Krasnostav) and has a special ability of being able to cultivate the land near the houses built on it. Once a survivor respawn he will have in the inventory a bit ' of water and a bit ' of food. Bandit / criminal : the raider after a number of killings becomes a bandit. The bandit if do not commit crimes for a given period of play, will be back in raider class; vice versa if he commits many crimes would become criminal. Once you reach the stage of criminal cannot go back in the raider's class (unless he re-creates a new character) This class can only build houses in a large area to the north/west of the map (including vybor, grishino, airport ) and has the special ability of being able to build pipe bombs and Molotov cocktails (sand, petrol, glass bottle, rag, lighter) Once a bandit/criminal respawn having a pistol and a charger in the inventory. Assassin : after a criminal has killed a number of bandits/criminal turns into this class. This class can build small camps (type tents) anywhere in the map and barricade themselves inside existing homes. He has the special ability to move more quietly than all the other classes. This is my idea , tell me what you think and if you like my idea. Sorry for my english I hope you understand this, otherwise let me know. :)
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it is just add the assassin otherwise the game would end that bandits would shoot each other without creating a kind of faction
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the differences between the classes are small but I think it would make the game much more durable. In the mod, once took the most powerful weapons, place tents, the best entertainment is to kill the other players and find the tents. The factions in the game would make it more fun. can you imagine the bandits try to rob survivors? or the survivors try to raid the airport?
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Hi, why do not connect "hearing" and "view" of the infected? those infected will attack more easily than if they hear sounds, they also have visual on target. Obviously this must be complemented by the fact that if the noise is "too" strong the zombies would turn towards the noise and then attacked. It should create a sort of multiplication between hearing levels and viewing levels. If the infected have no visual on targhet the "view value" will be worth "1" regardless of the actions you are doing (running, walking, etc..) Based on these values and the distances between survivor / infected within a certain radius the infected attack. sorry for my bad English, hope you understand otherwise let me know! :s
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
StekWAR replied to rocket's topic in Mod Announcements & Info
The zombies are now impossible! also for the fact that they will see through walls. I could maybe answer "move from lying down," ok, but there is a bug in ArmA2 entering into a building in which they are lying, you could find yourself as if you were hit (bleeding, broken bones, etc..) So I avoid this. morphine is not too rare? are not too many double shots of slug?